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    Item Aging

     

    • Aging is a method to increase the performance of an item. Using Sheltoms, Arcane Moriph of Phillai Town will age your item for a fee.

    • There are 24 aging levels you can age your item to, for each aging level you will have to put in the needed Sheltoms which you can find in the aging table below. For the aging cost, see the table at the bottom.

    • The higher the aging level, the more expensive it is to age your item, both for the needed Sheltoms and gold for the fee increases each aging level. When aging items below level 100 you will get a 75% discount of the fee until +9.

    • After you aged your item at Arcane Moriph, you will have to mature it, how to mature it depends on the item that you are aging. Weapons are matured by hitting monsters, Defenses by being hit by monsters. The monster must around your level (+/- 10 levels), if not, nothing will happen. You can see the maturing progress on the item in your inventory.

    • After you aged your item to +8, there will be a chance that the aging of your item will fail during the next aging processes. The chances can also be found in the aging table below.

      You can increase your success chance for aging by using an Aging Stone, see the table below what the chances are for a success in aging when using an Aging Stone. You can buy Aging Stones at the Coin Shop.

      With Copper Ore your item can not break during the aging process, instead it would give -2 in aging level. Copper Ore however does not increase the overall success chance. You can get a Copper Ore at the Coin Shop.

      When the aging process fails, your item is either de-aged, this means -1 or -2 in aging level, or your item breaks. In both ways you will lose your Sheltoms and the gold for the fee. When your item breaks, the item will be lost as well. You can recover a broken item through Coin Shop.

    • Costumes and Skins do not break in the aging process.
       
    • You always lose the sheltoms and gold used to age the item, this is the cost of aging.

    • You can de-age your item by 1 aging level with Relapsus Runes.

    • This means there is risk when aging items, so be careful and make sure you have back-up items, just in case your item breaks.

    • The success rate of the aging is random. Failing at +12, doesn't mean you won't fail at +13.
      Tip: try running around Moriph 5 times, clockwise, while holding your nose and singing kumbaya... and don't forget to close your eyes when clicking the Age button ?

     

    • Wearing a Candy Cane in your spec during aging will reduce the failure chance.

     

    • Filling the aging window with Sheltoms that are all of the same spec will reduce the failure chance.

     

    • Weapon Skins or Costumes do not fail in Aging.

     

     

    Aging Table

     

    Aging Level Item Level Req. Chance of Failure With Ripe Stone With Aging Stone With Elder Stone With Arcane Stone With Fluence Stone 4_lucidy.gif 4_sereneo.gif 4_fadeo.gif 4_sparky.gif 4_raident.gif 4_transparo.gif 4_murky.gif 4_devine.gif 4_celesto.gif 4_mirage.gif 4_inferna.gif 4_enigma.gif 4_bellum.gif 4_oredo.gif 4_sapphire.gif 4_sol.gif
    1 +0 0% 0% 0% 0% 0% 0% 2 2 2 2 1                      
    2 +0 0% 0% 0% 0% 0% 0% 2 2 2 2 2                      
    3 +1 0% 0% 0% 0% 0% 0% 2 2 2 2 2 1                    
    4 +1 0% 0% 0% 0% 0% 0% 2 2 2 2 2 2                    
    5 +1 0% 0% 0% 0% 0% 0% 2 2 2 2 2 2 1                  
    6 +2 0% 0% 0% 0% 0% 0% 2 2 2 2 2 2 2                  
    7 +2 0% 0% 0% 0% 0% 0% 2 2 2 2 2 2 2 1                
    8 +2 0% 0% 0% 0% 0% 0% 2 2 2 2 2 2 2 2                
    9 +3 4% 0% 0% 0% 0% 0%   2 2 2 2 2 2 2 1              
    10 +3 8% 0% 0% 0% 0% 0%   2 2 2 2 2 2 2 2              
    11 +3 12% 2% 0% 0% 0% 0%     2 2 2 2 2 2 2 1            
    12 +4 16% 6% 0% 0% 0% 0%     2 2 2 2 2 2 2 2            
    13 +4 20% 10% 0% 0% 0% 0%       2 2 2 2 2 2 2 1          
    14 +4 24% 14% 4% 0% 0% 0%       2 2 2 2 2 2 2 2          
    15 +5 28% 18% 8% 0% 0% 0%         2 2 2 2 2 2 2 1        
    16 +5 32% 22% 12% 2% 0% 0%         2 2 2 2 2 2 2 2        
    17 +5 36% 26% 16% 6% 0% 0%           2 2 2 2 2 2 2 1      
    18 +6 40% 30% 20% 10% 0% 0%           2 2 2 2 2 2 2 2      
    19 +6 44% 34% 24% 14% 4% 0%             2 2 2 2 2 2 2 1    
    20 +6 48% 38% 28% 18% 8% 0%             2 2 2 2 2 2 2 2    
    21 +7 52% 42% 32% 22% 12% 2%               2 2 2 2 2 2 2 1  
    22 +7 56% 46% 36% 26% 16% 6%               2 2 2 2 2 2 2 2  
    23 +7 60% 50% 40% 30% 20% 10%                 2 2 2 2 2 2 2 1
    24 +8 64% 54% 44% 34% 24% 14%                 2 2 2 2 2 2 2 2

     


    Item Maturation

     

    After successfully aging an item, the aging bar will appear on it. When this bar is full (from left to right), the item is completely matured, and its stats will go up. To make the aging bar full you need to mature your item by doing the following:
     

    Item How to mature
    Axes, Hammers, Wands/Staves, Phantoms, Fists Do damage against monsters
    Claws, Bows, Scythes, Swords, Javelins, Daggers Do critical hits against monsters
    Armors, Robes, Costumes, Orbs/Beads Tank monster (receive hits)
    Shields Tank monster (block hits)


    Note: Monsters used in the Mature process must be +/- 10 levels from your level
    To find which monsters are ideal for you, find them using the World Map!

     

    You can also use Mature Stones. See below for information about those.

    After the maturation process finishes, your item's aging level and thus stats will go up. Also, the level requirement of the item will get increased by 1 every 3 levels of aging. So make sure your character can hold the new level requirement!

     


    Item Ability improvements after successful Aging and Maturation


    Effect applied for aging from +1 to +9:

    [ Weapons ]

    Item Effect after each aging level
    Axes +1 Minimum Attack Power, +1 Maximum Attack Power, +10 Attack Rating
    Claws +1 Minimum Attack Power, +1 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Hammers +1 Minimum Attack Power, +1 Maximum Attack Power, +0.3 Critical, +8 Attack Rating
    Wands/Staffs +1 Minimum Attack Power, +1 Maximum attack Power, +0.3 Critical, +10 Attack Rating, +10 MP
    Scythes +1 Minimum Attack Power, +1 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Bows +1 Minimum Attack Power, +1 Maximum Attack Power, +0.5 Critical
    Swords +1 Minimum Attack Power, +1 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Javelins +1 Minimum Attack Power, +1 Maximum Attack Power, +0.5 Critical
    Phantoms +1 Minimum Attack Power, +1 Maximum attack Power, +0.3 Critical, +10 Attack Rating, +10 MP
    Daggers +1 Minimum Attack Power, +1 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Fists +1 Minimum Attack Power, +1 Maximum Attack Power, +0.2 Critical, +5 Attack Rating, +0.2 Block


    [ Defenses ]

    Item Effect after each aging level
    Shields +10 Defense, Block +0.5, Abs +0.4
    Orbs/Beads +10% Defense, +0.5 Absorb
    Armors & Robes +5% Defense, +0.5 Absorb


    Effect applied for aging from +10 to +19:

    [ Weapons ]

    Item Effect after each aging level
    Axes +2 Minimum Attack Power, +2 Maximum Attack Power, +10 Attack Rating
    Claws +2 Minimum Attack Power, +2 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Hammers +2 Minimum Attack Power, +2 Maximum Attack Power, +0.3 Critical, +8 Attack Rating
    Wands/Staffs +2 Minimum Attack Power, +2 Maximum attack Power, +0.3 Critical, +10 Attack Rating, +10 MP
    Scythes +2 Minimum Attack Power, +2 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Bows +2 Minimum Attack Power, +2 Maximum Attack Power, +0.5 Critical
    Swords +2 Minimum Attack Power, +2 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Javelins +2 Minimum Attack Power, +2 Maximum Attack Power, +0.5 Critical
    Phantoms +2 Minimum Attack Power, +2 Maximum attack Power, +0.3 Critical, +10 Attack Rating, +10 MP
    Daggers +2 Minimum Attack Power, +2 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Fists +2 Minimum Attack Power, +2 Maximum Attack Power, +0.2 Critical, +5 Attack Rating, +0.2 Block


    [ Defenses ]

    Item Effect after each aging level
    Shields +20 Defense, +0.5 Block, +0.8 Absorb
    Orbs/Beads +9% Defense, +1 Absorb
    Armors & Robes +5% Defense, +1 Absorb


    Effect applied for aging +20 to +24 (max):

    [ Weapons ]

    Item Effect after each aging level
    Axes +3 Minimum Attack Power, +3 Maximum Attack Power, +10 Attack Rating
    Claws +3 Minimum Attack Power, +3 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Hammers +3 Minimum Attack Power, +3 Maximum Attack Power, +0.3 Critical, +8 Attack Rating
    Wands/Staffs +3 Minimum Attack Power, +3 Maximum attack Power, +0.3 Critical, +10 Attack Rating, +10 MP
    Scythes +3 Minimum Attack Power, +3 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Bows +3 Minimum Attack Power, +3 Maximum Attack Power, +0.5 Critical
    Swords +3 Minimum Attack Power, +3 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Javelins +3 Minimum Attack Power, +3 Maximum Attack Power, +0.5 Critical
    Phantoms +3 Minimum Attack Power, +3 Maximum attack Power, +0.3 Critical, +10 Attack Rating, +10 MP
    Daggers +3 Minimum Attack Power, +3 Maximum Attack Power, +0.5 Critical, +5 Attack Rating
    Fists +3 Minimum Attack Power, +3 Maximum Attack Power, +0.2 Critical, +5 Attack Rating, +0.2 Block


    [ Defenses ]

    Item Effect after each aging level
    Shields +30 Defense, +0.5 Block, +1.2 Absorb
    Orbs/Beads +5% Defense, +1.5 Absorb
    Armors & Robes +5% Defense, +1.5 Absorb

     


    Gold Costs of Aging


    Base Price:

     

    +1 Item Value x 0.5
    +2 Item Value x 1.0
    +3 Item Value x 1.5
    +4 Item Value x 2.0
    +5 Item Value x 2.5 x 2
    +6 Item Value x 3.0 x 2
    +7 Item Value x 3.5 x 2
    +8 Item Value x 4.0 x 2
    +9 Item Value x 4.5 x 2
    +10 Item Value x 5.0 x 3
    +11 Item Value x 5.5 x 3
    +12 Item Value x 6.0 x 3
    +13 Item Value x 6.5 x 3
    +14 Item Value x 7.0 x 3
    +15 Item Value x 7.5 x 4
    +16 Item Value x 8.0 x 4
    +17 Item Value x 8.5 x 4
    +18 Item Value x 9.0 x 4
    +19 Item Value x 9.5 x 4
    +20 Item Value x 10.0 x 5
    +21 Item Value x 10.5 x 5
    +22 Item Value x 11.0 x 5
    +23 Item Value x 11.5 x 5
    +24 Item Value x 12.0 x 5


    Discounts:

    • Items below Level 100:
      • Aging Levels below 10: 75% Discount
      • Aging Levels below 15: 66% Discount
      • Aging Levels below 20: 50% Discount
      • Aging Levels below 25: 25% Discount
    • Items below Level 110:
      • Aging Levels below 10: 50% Discount
      • Aging Levels below 20: 25% Discount
    • Items below Level 120:
      • Aging Levels below 10: 25% Discount
      • Aging Levels below 20: 10% Discount

     

    Costumes and Skins are not discounted.

     

    Break Recovery Cost:

    • Aging Levels 0-9 = 799 coins
    • Aging Levels 10-19 = 999 coins
    • Aging Levels 20-21 = 1199 coins
    • Aging Levels 22-23 = 1399 coins


    Note: To find the Item Value, check it at any shop NPC: the Item Value is 5x of the item's Sell Price.

     

     

    Maturing Stones

     

    Maturing is the process of aging an item. 
    To speed up this process, one can use Mature Stones. 
    There 4 types of Mature Stones are available. 
    The Stones are obtainable by Monster drops or during Events. 
     

      Mature Stone Add Mature
    4_itms101.gif Magenia 5%
    4_itms102.gif Cyania 10%
    4_itms103.gif Orania 20%
    4_itms104.gif Saphia 100%


    Usage: Place an item that needs to be matured in an item slot and right click on the Mature Stone.

     

     

    Aging Stones

     

    There are different kinds of Stones that will help you succeed during the process of aging an item. Some of them are more useful and valuable than others. To be precise there are 5 different Stones that will increase the success of aging an item, and then there are other stones that will prevent items from breaking during aging. 

    Ripe Stone 4_itBI127.jpg
    - Reduces the chance of failing at aging by 10%. 

    Aging Stone 4_itBI110.jpg
    - Reduces the chance of failing at aging by 20%. 

    Elder Stone 4_Itbi128.jpg
    - Reduces the chance of failing at aging by 30%. 

    Arcane Stone 4_Itbi129.jpg
    - Reduces the chance of failing at aging by 40%. 

    Fluence Stone 4_Itbi230.gif
    - Reduces the chance of failing at aging by 50%. 

    Example :
    Aging Stone provides a 20% decrease from failing chance during the Aging process.
    Let's say, when trying to Age an item to +14, the chance of failure is 24%. However, when using an Aging Stone, the chance of failure will be reduced to 4%.
    It's important to note that the break chance isn't the fail chance; actual chance to break item is much smaller than the fail chance as it includes the possibility of de-age too.

    Relapsus Rune 4_itPR314.jpg
    Relapsus Rune, use 3 at Master Shalon to de-age an Item by 1. Craft it by Smelting 4 Dark Stones and 1 Miracle Stone at Master Arad. 

    Copper Ore 4_itBI111.jpg
    Copper Ore does not change the aging success rate, it just prevents the item from breaking during aging. Items can still de-age by 1 or 2 when using a copper ore. 

    Aging Recover 4_agingrecover.jpg
    The Aging Recover is only purchasable through Coin Shop, and it is useful to restore items that broke during the process of aging. However, your item is only recoverable for 30 days after it breaks.



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